我的编程环境是vs2019
#include "stdafx.h"是自带的,其他版本可能需要添加#include “stdafx.h”
除了下面代码外,无其他改动
#include
#include
#include
#include
#include
#include
#pragma comment(lib,"winmm.lib")
#define SIZE 60 //一张图片的像素
void Welcome(); //游戏欢迎界面
void Init(); //初始化游戏
void FindRole(int*, int*); //寻找人物位置
void Book(); //查看怪物手册
void Convey(char); //楼层传送
char* turn(int); //数字转化为字符串
void Game(int, int ,int ,int ); //人物操作
//角色结构体
typedef struct _ROLEMAN
{
int HP; //血量
int att; //攻击力
int def; //防御力
int money; //金钱
int ykey; //黄钥匙
int bkey; //蓝钥匙
}ROLEMAN;
//怪物结构体
typedef struct _MONSTER
{
int HP; //血量
int att; //攻击力
int def; //防御力
int money; //掉落金钱
}MONSTER;
int map[6][13][13] //13是增加多余的墙,防止游戏过程中出现数组越界问题
{
//第一层地图
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 25, 1, 10, 11, 10, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0 },
{ 0, 8, 1, 1, 2, 1, 0, 6, 4, 1, 0, 1, 0 },
{ 0, 1, 13, 1, 0, 1, 0, 7, 8, 1, 0, 1, 0 },
{ 0, 0, 2, 0, 0, 1, 0, 0, 0, 2, 0, 1, 0 },
{ 0, 4, 1, 1, 0, 1, 2, 12, 15, 12, 0, 1, 0 },
{ 0, 1, 14, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0 },
{ 0, 0, 2, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 1, 1, 1, 0, 0, 2, 0, 0, 0, 2, 0, 0 },
{ 0, 8, 1, 4, 0, 4, 1, 1, 0, 1, 12, 1, 0 },
{ 0, 8, 30, 4, 0, 1, 17, 1, 0, 10, 9, 10, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
},
//第二层地图
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 26, 1, 3, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 17, 1, 0, 0, 1, 31, 1, 31, 1, 0, 0, 0 },
{ 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0 },
{ 0, 1, 0, 4, 4, 0, 1, 1, 1, 0, 1, 21, 0 },
{ 0, 1, 0, 4, 1, 27, 1, 1, 1, 27, 1, 1, 0 },
{ 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0 },
{ 0, 1, 0, 23, 1, 0, 1, 1, 1, 0, 1, 22, 0 },
{ 0, 1, 0, 1, 1, 27, 1, 1, 1, 27, 1, 1, 0 },
{ 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0 },
{ 0, 1, 0, 9, 9, 0, 1, 1, 1, 0, 1, 1, 0 },
{ 0, 25, 0, 9, 1, 27, 1, 1, 1, 27, 1, 1, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
},
//第三层地图
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 4, 7, 0, 4, 9, 4, 0, 1, 0, 1, 8, 0 },
{ 0, 1, 8, 0, 9, 4, 9, 0, 1, 2, 12, 1, 0 },
{ 0, 15, 1, 0, 4, 5, 4, 0, 1, 0, 0, 0, 0 },
{ 0, 2, 0, 0, 0, 1, 0, 0, 1, 0, 1, 20, 0 },
{ 0, 1, 1, 12, 1, 1, 1, 10, 1, 1, 1, 1, 0 },
{ 0, 2, 0, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0 },
{ 0, 13, 1, 0, 0, 1, 0, 0, 1, 0, 1, 8, 0 },
{ 0, 1, 4, 0, 1, 1, 1, 0, 1, 2, 15, 4, 0 },
{ 0, 8, 6, 0, 1, 34, 1, 0, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 1, 0, 0, 11, 0, 1, 1, 0 },
{ 0, 26, 16, 1, 1, 1, 1, 0, 1, 2, 1, 25, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
},
//第四层地图
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 1, 5, 1, 0, 24, 24, 24, 0, 1, 1, 1, 0 },
{ 0, 8, 1, 4, 0, 1, 1, 1, 0, 4, 1, 9, 0 },
{ 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 14, 1, 0 },
{ 0, 0, 2, 0, 0, 0, 3, 0, 0, 0, 2, 0, 0 },
{ 0, 1, 15, 1, 2, 1, 11, 1, 1, 13, 1, 1, 0 },
{ 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 11, 1, 10, 1, 1, 1, 1, 1, 1, 1, 1, 0 },
{ 0, 2, 0, 0, 2, 0, 0, 0, 2, 0, 0, 2, 0 },
{ 0, 1, 0, 1, 15, 1, 0, 1, 15, 1, 0, 1, 0 },
{ 0, 1, 0, 10, 1, 4, 0, 6, 1, 8, 0, 16, 0 },
{ 0, 25, 0, 4, 10, 4, 0, 1, 10, 1, 0, 26, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
},
//第五层地图
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 33, 0, 1, 11, 2, 1, 0, 1, 1, 2, 1, 0 },
{ 0, 2, 0, 1, 1, 0, 4, 0, 10, 10, 0, 11, 0 },
{ 0, 2, 2, 12, 1, 0, 1, 0, 4, 4, 0, 1, 0 },
{ 0, 0, 0, 0, 2, 0, 12, 0, 4, 4, 0, 1, 0 },
{ 0, 4, 1, 15, 1, 0, 1, 0, 0, 0, 0, 1, 0 },
{ 0, 4, 1, 1, 12, 0, 1, 10, 1, 1, 1, 1, 0 },
{ 0, 0, 14, 0, 0, 0, 1, 0, 0, 0, 0, 11, 0 },
{ 0, 1, 1, 1, 1, 0, 10, 0, 1, 1, 1, 1, 0 },
{ 0, 9, 4, 8, 1, 0, 1, 0, 10, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 29, 0 },
{ 0, 26, 19, 1, 1, 1, 1, 0, 1, 2, 1, 28, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
},
//boss地图
{
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 36, 36, 36, 36, 0, 32, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 1, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 35, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 1, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 35, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 1, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 35, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 1, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 1, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 1, 0, 36, 36, 36, 36, 0 },
{ 0, 36, 36, 36, 36, 0, 16, 0, 36, 36, 36, 36, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
}
};
//初始化结构体变量
ROLEMAN roleman = { 1000, 100, 100, 0, 0, 0 }; //角色
MONSTER gslime = { 35, 18, 1, 1 }; //绿史莱姆
MONSTER rslime = { 45, 20, 2, 2 }; //红史莱姆
MONSTER bat = { 35, 38, 3, 3 }; //蝙蝠
MONSTER skull = { 50, 42, 6, 6 }; //骷髅人
MONSTER bskull = { 55, 52, 12, 8 }; //骷髅士兵
MONSTER wizard = { 60, 32, 8, 5 }; //法师
MONSTER protection = { 100, 50, 15, 15 }; //守卫
MONSTER sboss = { 110, 55, 15, 0 }; //boss侍卫
MONSTER boss = { 120, 60, 20, 0 }; //boss
//声明图片变量
IMAGE wall, floor, ydoor, bdoor, ykey, bkey, rstone, bstone, rliquid, bliquid; //墙,地板,黄门,蓝门,黄钥匙,蓝钥匙,红水晶,蓝水晶,红药水,蓝药水
IMAGE _gslime, _rslime, _bat, _skull, _bskull, _wizard; //绿史莱姆,红史莱姆,蝙蝠,骷髅人,骷髅士兵,法师
IMAGE roleup, roledown, roleleft, roleright, leader, helper, suffering, store; //角色朝向,同是塔中人,指引者,帮助者,狱友,商店
IMAGE stairsup, stairsdown, cage, sword, shield, convey; //上下楼梯,笼子,剑,盾,传送道具
IMAGE defend, _boss, _sboss, fire;
int level = 0, buycount = 0, money = 20, defenceover = 0, highlevel = 1; //当前所在层数 - 1,在商店购买的次数,商店购买所需金钱,打败守卫的个数,去过的最高层数
bool book = false, updown = false, final = true, final2 = false; //是否得到怪物手册,传送道具;是否可以挑战最终boss,查看最终怪物手册
char str[10];
HWND hwnd;
//游戏欢迎界面
void Welcome()
{
initgraph(830,680);
//输出魔塔
settextstyle(150, 150, "楷体");
settextcolor(RED);
outtextxy(120, 100, "魔塔");
//输出按回车键开始游戏
settextstyle(40, 40, "黑体");
settextcolor(WHITE);
outtextxy(90, 450, "按任意键开始游戏");
//输出作者
settextstyle(32, 16, "华文琥珀");
outtextxy(500, 630, "制作人: 奇·大大 ");
_getch();
cleardevice();
settextstyle(16, 8, "黑体");
}
//初始化游戏
void Init()
{
//加载图片
loadimage(&wall, "魔塔/墙.jpg", SIZE, SIZE);
loadimage(&floor, "魔塔/地板.jpg", SIZE, SIZE);
loadimage(&ydoor, "魔塔/黄门.jpg", SIZE, SIZE);
loadimage(&bdoor, "魔塔/蓝门.jpg", SIZE, SIZE);
loadimage(&ykey, "魔塔/黄钥匙.jpg", SIZE, SIZE);
loadimage(&bkey, "魔塔/蓝钥匙.jpg", SIZE, SIZE);
loadimage(&rstone, "魔塔/红水晶.jpg", SIZE, SIZE);
loadimage(&bstone, "魔塔/蓝水晶.jpg", SIZE, SIZE);
loadimage(&rliquid, "魔塔/红药水.jpg", SIZE, SIZE);
loadimage(&bliquid, "魔塔/蓝药水.jpg", SIZE, SIZE);
loadimage(&_gslime, "魔塔/绿史莱姆.jpg", SIZE, SIZE);
loadimage(&_rslime, "魔塔/红史莱姆.jpg", SIZE, SIZE);
loadimage(&_bat, "魔塔/蝙蝠.jpg", SIZE, SIZE);
loadimage(&_skull, "魔塔/骷髅人.jpg", SIZE, SIZE);
loadimage(&_bskull, "魔塔/骷髅士兵.jpg", SIZE, SIZE);
loadimage(&_wizard, "魔塔/法师.jpg", SIZE, SIZE);
loadimage(&roleup, "魔塔/角色上.jpg", SIZE, SIZE);
loadimage(&roledown, "魔塔/角色下.jpg", SIZE, SIZE);
loadimage(&roleleft, "魔塔/角色左.jpg", SIZE, SIZE);
loadimage(&roleright, "魔塔/角色右.jpg", SIZE, SIZE);
loadimage(&leader, "魔塔/指引者.jpg", SIZE, SIZE);
loadimage(&helper, "魔塔/帮助者.jpg", SIZE, SIZE);
loadimage(&suffering, "魔塔/狱友.jpg", SIZE, SIZE);
loadimage(&store, "魔塔/商店.jpg", SIZE, SIZE);
loadimage(&stairsup, "魔塔/上楼梯.jpg", SIZE, SIZE);
loadimage(&stairsdown, "魔塔/下楼梯.jpg", SIZE, SIZE);
loadimage(&cage, "魔塔/笼子.jpg", SIZE, SIZE);
loadimage(&sword, "魔塔/剑.jpg", SIZE, SIZE);
loadimage(&shield, "魔塔/盾.jpg", SIZE, SIZE);
loadimage(&convey, "魔塔/传送道具.jpg", SIZE, SIZE);
loadimage(&defend, "魔塔/守卫.jpg", SIZE, SIZE);
loadimage(&_boss, "魔塔/BOSS.jpg", SIZE, SIZE);
loadimage(&_sboss, "魔塔/boss侍卫.jpg", SIZE, SIZE);
loadimage(&fire, "魔塔/岩浆.jpg", SIZE, SIZE);
//背景音乐
mciSendString("open 魔塔/背景音乐.mp3 alias BGM", 0, 0, 0);
mciSendString("play BGM repeat", 0, 0, 0);
//输出信息框及信息
rectangle(680, 10, 820, 670);
outtextxy(700, 75, "生命:");
outtextxy(700, 100, "攻击:");
outtextxy(700, 125, "防御:");
outtextxy(700, 150, "金钱:");
outtextxy(700, 210, "黄钥匙:");
outtextxy(700, 235, "蓝钥匙:");
outtextxy(700, 295, "当前层数:");
outtextxy(690, 360, "当前武器:神圣剑");
outtextxy(690, 385, "当前防具:神圣盾");
}
//画地图以及输出信息
void Draw()
{
int j, i;
for (j = 1; j <= 11; j++)
{
for (i = 1; i <= 11; i++)
{
switch (map[level][j][i])
{
case 0: putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &wall); break;
case 1:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &floor); break;
case 2:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &ydoor); break;
case 3:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &bdoor); break;
case 4:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &ykey); break;
case 5:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &bkey); break;
case 6:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &rstone); break;
case 7:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &bstone); break;
case 8:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &rliquid); break;
case 9:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &bliquid); break;
case 10:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &_gslime); break;
case 11:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &_rslime); break;
case 12:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &_bat); break;
case 13:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &_skull); break;
case 14:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &_bskull); break;
case 15:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &_wizard); break;
case 16:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &roleup); break;
case 17:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &roledown); break;
case 18:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &roleleft); break;
case 19:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &roleright); break;
case 20:
case 21:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &leader); break;
case 22:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &helper); break;
case 23:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &suffering); break;
case 24:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &store); break;
case 25:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &stairsup); break;
case 26:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &stairsdown); break;
case 27:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &cage); break;
case 28:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &sword); break;
case 29:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &shield); break;
case 30:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &convey); break;
case 31:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &defend); break;
case 32:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &_boss); break;
case 33:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &_sboss); break;
case 34:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &floor); break;
case 35:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &_sboss); break;
case 36:putimage((i - 1) * SIZE + 10, (j - 1) * SIZE + 10, &fire); break;
}
}
}
//画游戏框
rectangle(10, 10, 670, 670);
//消除之前的信息
setfillcolor(BLACK);
solidrectangle(740, 75, 772, 91); //生命
solidrectangle(740, 100, 772, 116); //攻击
solidrectangle(740, 125, 772, 141); //防御
solidrectangle(740, 150, 772, 166); //金钱
solidrectangle(756, 210, 772, 226); //黄钥匙
solidrectangle(756, 235, 772, 251); //蓝钥匙
//输出信息
outtextxy(740, 75, turn(roleman.HP)); //生命值
outtextxy(740, 100, turn(roleman.att)); //攻击
outtextxy(740, 125, turn(roleman.def)); //防御
outtextxy(740, 150, turn(roleman.money)); //金钱
outtextxy(756, 210, turn(roleman.ykey)); //黄钥匙
outtextxy(756, 235, turn(roleman.bkey)); //蓝钥匙
outtextxy(772, 295, turn(level + 1)); //当前层数
}
//寻找人物位置
void FindRole(int* prow, int* pcol)
{
for (*prow = 1; *prow <= 13; (*prow)++)
{
for (*pcol = 1; *pcol <= 13; (*pcol)++)
{
switch (map[level][*prow][*pcol])
{
case 16:
case 17:
case 18:
case 19: return;
}
}
}
}
//数字转化为字符串
char* turn(int num)
{
sprintf_s(str, "%d", num);
return str;
}
//查看怪物手册
void Book()
{
if (book)
{
switch (level + 1)
{
case 1:
MessageBox(hwnd, "怪物名字 生命 攻击 防御 金钱\n\
绿史莱姆 35 18 1 1\n\
红史莱姆 45 20 2 2\n\
法师 60 32 8 5\n\
蝙蝠 35 38 3 3\n\
骷髅人 50 42 6 6\n\
骷髅士兵 55 52 12 8", "", MB_OK); break;
case 2:
MessageBox(hwnd, "怪物名字 生命 攻击 防御 金钱\n\
守卫 100 50 15 15", "", MB_OK); break;
case 3:
MessageBox(hwnd, "怪物名字 生命 攻击 防御 金钱\n\
红史莱姆 45 20 2 2\n\
法师 60 32 8 5\n\
蝙蝠 35 38 3 3\n\
骷髅人 50 42 6 6", "", MB_OK); break;
case 4:
MessageBox(hwnd, "怪物名字 生命 攻击 防御 金钱\n\
绿史莱姆 35 18 1 1\n\
红史莱姆 45 20 2 2\n\
法师 60 32 8 5\n\
蝙蝠 35 38 3 3\n\
骷髅人 50 42 6 6\n\
骷髅士兵 55 52 12 8", "", MB_OK); break;
case 5:
if (!final2)
MessageBox(hwnd, "怪物名字 生命 攻击 防御 金钱\n\
绿史莱姆 35 18 1 1\n\
红史莱姆 45 20 2 2\n\
法师 60 32 8 5\n\
蝙蝠 35 38 3 3\n\
骷髅士兵 55 52 12 8", "", MB_OK);
else
MessageBox(hwnd, "怪物名字 生命 攻击 防御 金钱\n\
魔王侍卫 110 55 15 0\n\
魔王 120 60 20 0", "", MB_OK);
break;
}
}
}
//楼层传送
void Convey(char con)
{
int ID;
if (updown)
{
switch (con)
{
case 'U':
case 'u':
ID = MessageBox(hwnd, "您要传送至上一层吗?", "", MB_YESNO);
if (ID == IDNO)
{
return;
}
if (level + 2 <= highlevel)
{
level++;
}
else
{
if (level == 5 )
MessageBox(hwnd, "您已到达塔的最高层!", "", MB_OK);
else
MessageBox(hwnd, "您还没去过上层!", "", MB_OK);
}
break;
case 'N':
case 'n':
ID = MessageBox(hwnd, "您要传送至下一层吗?", "", MB_YESNO);
if (ID == IDNO)
{
return;
}
if (level > 0)
{
level--;
}
else
{
MessageBox(hwnd, "您已在塔的最底层!", "", MB_OK);
}
break;
}
}
}
//人物操作
void Game(int row, int col, int x, int y)
{
int count, loss, ID, HP; //攻击次数与角色损失血量,弹框返回值,商店购买增加的血量
int c = 0; //人物运动状态
char con;
hwnd = GetHWnd(); //弹窗前置
if (x < 0 && y == 0)
c = 17;
if (x > 0 && y == 0)
c = 16;
if (y < 0 && x == 0)
c = 18;
if (y > 0 && x == 0)
c = 19;
switch (map[level][row + x][col + y])
{
case 0: //墙
map[level][row][col] = c;
break;
case 1: //空地
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
break;
case 2: //人的前面是黄门
if (roleman.ykey > 0)
{
roleman.ykey--;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
}
else
{
MessageBox(hwnd, "您的黄钥匙数不足!", "", MB_OK);
map[level][row][col] = c;
}
break;
case 3: //人的前面是蓝门
if (roleman.bkey > 0)
{
roleman.bkey--;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
}
else
{
MessageBox(hwnd, "您的蓝钥匙数不足!", "", MB_OK);
map[level][row][col] = c;
}
break;
case 4: //人的前面是黄钥匙
roleman.ykey++;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
break;
case 5: //人的前面是蓝钥匙
roleman.bkey++;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
break;
case 6: //人的前面是红水晶
roleman.att++;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
break;
case 7: //人的前面是蓝水晶
roleman.def++;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
break;
case 8: //人的前面是红药水
roleman.HP += 50;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
break;
case 9: //人的前面是蓝药水
roleman.HP += 200;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
break;
case 10: //人的前面是绿史莱姆
map[level][row][col] = c;
//角色攻击小于怪物防御
if (roleman.att <= gslime.def)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
//怪物攻击小于角色防御
if (gslime.att - roleman.def <= 0)
{
loss = 0;
}
else
{
count = gslime.HP / (roleman.att - gslime.def);
loss = count * (gslime.att - roleman.def);
}
if (loss >= roleman.HP)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
roleman.HP -= loss;
roleman.money += gslime.money;
map[level][row + x][col + y] = 1;
}
}
break;
case 11: //红史莱姆
map[level][row][col] = c;
//角色攻击小于怪物防御
if (roleman.att <= rslime.def)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
//怪物攻击小于角色防御
if (rslime.att - roleman.def <= 0)
{
loss = 0;
}
else
{
count = rslime.HP / (roleman.att - rslime.def);
loss = count * (rslime.att - roleman.def);
}
if (loss >= roleman.HP)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
roleman.HP -= loss;
roleman.money += rslime.money;
map[level][row + x][col + y] = 1;
}
}
break;
case 12: //人的前面是蝙蝠
map[level][row][col] = c;
//角色攻击小于怪物防御
if (roleman.att <= bat.def)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
//怪物攻击小于角色防御
if (bat.att - roleman.def <= 0)
{
loss = 0;
}
else
{
count = bat.HP / (roleman.att - bat.def);
loss = count * (bat.att - roleman.def);
}
if (loss >= roleman.HP)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
roleman.HP -= loss;
roleman.money += bat.money;
map[level][row + x][col + y] = 1;
}
}
break;
case 13: //人的前面是骷髅人
map[level][row][col] = c;
//角色攻击小于怪物防御
if (roleman.att <= skull.def)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
//怪物攻击小于角色防御
if (skull.att - roleman.def <= 0)
{
loss = 0;
}
else
{
count = skull.HP / (roleman.att - skull.def);
loss = count * (skull.att - roleman.def);
}
if (loss >= roleman.HP)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
roleman.HP -= loss;
roleman.money += skull.money;
map[level][row + x][col + y] = 1;
}
}
break;
case 14: //人的前面是骷髅士兵
map[level][row][col] = c;
//角色攻击小于怪物防御
if (roleman.att <= bskull.def)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
//怪物攻击小于角色防御
if (bskull.att - roleman.def <= 0)
{
loss = 0;
}
else
{
count = bskull.HP / (roleman.att - bskull.def);
loss = count * (bskull.att - roleman.def);
}
if (loss >= roleman.HP)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
roleman.HP -= loss;
roleman.money += bskull.money;
map[level][row + x][col + y] = 1;
}
}
break;
case 15: //人的前面是法师
map[level][row][col] = c;
//角色攻击小于怪物防御
if (roleman.att <= wizard.def)
{
MessageBox(hwnd, "打不过!", "提示", MB_OK);
}
else
{
//怪物攻击小于角色防御
if (wizard.att - roleman.def <= 0)
{
loss = 0;
}
else
{
count = wizard.HP / (roleman.att - wizard.def);
loss = count * (wizard.att - roleman.def);
}
if (loss >= roleman.HP)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
roleman.HP -= loss;
roleman.money += wizard.money;
map[level][row + x][col + y] = 1;
}
}
break;
case 20: //人的前面是怪物手册
MessageBox(hwnd, "给你一本怪物手册,上面有你所在楼层所有怪物的属性。\n请按Q键查看。", "", MB_OK);
outtextxy(690, 490, "Q:查看怪物手册");
book = true;
map[level][row + x][col + y] = 1;
map[level][row][col] = c;
break;
case 21: //人的前面是300金币
MessageBox(hwnd, "谢谢你救了我,你一定要收下这300金币。", "", MB_OK);
roleman.money += 300;
map[level][row + x][col + y] = 1;
map[level][row][col] = c;
break;
case 22: //人的前面是帮助者
ID = MessageBox(hwnd, "谢谢你救了我,我可以提升你10%的攻击和防御。\n你确定要现在提升吗?", "", MB_YESNO);
if (ID == IDYES)
{
roleman.att = (int)(roleman.att * 1.1) + 1;
roleman.def = (int)(roleman.def * 1.1) + 1;
map[level][row + x][col + y] = 1;
map[level][row][col] = c;
}
break;
case 24: //人的前面是商店
HP = 100 * (buycount + 1);
map[level][row][col] = 16;
//绘制商店
solidrectangle(190, 250, 390, 395);
rectangle(190, 250, 390, 395);
outtextxy(195, 255, "欢迎来到商店!");
outtextxy(195, 275, "请选择需求!");
outtextxy(195, 285, "金币消耗:");
outtextxy(567, 295, turn(money));
outtextxy(195, 315, "1.攻击+2");
outtextxy(195, 335, "2.防御+4");
outtextxy(195, 355, "3.生命+");
outtextxy(251, 355, turn(HP));
outtextxy(195, 375, "4.离开商店");
while (1)
{
switch (_getch())
{
case '1':
if (roleman.money >= money)
{
roleman.money -= money;
roleman.att += 2;
buycount++;
money += 20 * buycount;
}
else
{
MessageBox(hwnd, "买不起!", "", MB_OK);
}
return;
case '2':
if (roleman.money >= money)
{
roleman.money -= money;
roleman.def += 4;
buycount++;
money += 20 * buycount;
}
else
{
MessageBox(hwnd, "买不起!", "", MB_OK);
}
return;
case '3':
if (roleman.money >= money)
{
roleman.money -= money;
roleman.HP += HP;
buycount++;
money += 20 * buycount;
}
else
{
MessageBox(hwnd, "买不起!", "", MB_OK);
}
return;
case '4':
return;
}
}
break;
case 25: //上楼梯
level++;
break;
case 26: //下楼梯
level--;
break;
case 27: //笼子
map[level][row][col] = c;
break;
case 28: //人的前面是剑
roleman.att += 10;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
solidrectangle(762, 360, 810, 376);
outtextxy(762, 360, "铁剑");
break;
case 29: //人的前面是盾
roleman.def += 10;
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
solidrectangle(762, 385, 810, 401);
outtextxy(762, 385, "铁盾");
break;
case 30: //人的前面是传送道具
map[level][row + x][col + y] = c;
map[level][row][col] = 1;
updown = true;
outtextxy(690, 510, "U:传送至上一层");
outtextxy(690, 540, "N:传送至下一层");
break;
case 31://人的前面是守卫
map[level][row][col] = c;
//角色攻击小于怪物防御
if (roleman.att <= protection.def)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
//怪物攻击小于角色防御
if (protection.att - roleman.def <= 0)
{
loss = 0;
}
else
{
count = protection.HP / (roleman.att - protection.def);
loss = count * (protection.att - roleman.def);
}
if (loss >= roleman.HP)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
defenceover++;
roleman.HP -= loss;
roleman.money += protection.money;
map[level][row + x][col + y] = 1;
if (defenceover == 2)
{
MessageBox(hwnd, "监狱之门已打开!", "", MB_OK);
int j, i;
for (j = 1; j <= 13; j++)
{
for (i = 1; i <= 13; i++)
{
if (map[level][j][i] == 27)
{
map[level][j][i] = 1;
}
}
}
}
}
}
break;
case 33: //人的前面是检查者
ID = MessageBox(hwnd, "你确定要挑战吗?", "", MB_YESNO);
//改变最终地图
if (ID == IDYES)
{
updown = false;
level++;
break;
}
else
{
MessageBox(hwnd, "再去修炼下来挑战魔王吧!", "", MB_OK);
}
break;
case 32: //人的前面是boss
ID = MessageBox(hwnd, "遇到魔王,是否攻击?", "", MB_YESNO);
map[level][row][col] = c;
if (ID == IDYES)
{
//角色攻击小于怪物防御
if (roleman.att <= boss.def)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
//怪物攻击小于角色防御
if (boss.att - roleman.def <= 0)
{
loss = 0;
}
else
{
count = boss.HP / (roleman.att - boss.def);
loss = count * (boss.att - roleman.def);
}
if (loss >= roleman.HP)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
roleman.HP -= loss;
map[level][row + x][col + y] = 1;
Draw();
MessageBox(hwnd, "战斗胜利,恭喜通关!", "提示", MB_OK);
Sleep(2000);
cleardevice();
settextstyle(150, 150, "楷体");
settextcolor(GREEN);
outtextxy(120, 100, "恭喜");
outtextxy(120, 300, "通关");
settextstyle(40, 40, "黑体");
settextcolor(WHITE);
outtextxy(90, 550, "按回车键退出游戏");
settextstyle(32, 16, "华文琥珀");
outtextxy(500, 630, "制作人: 奇·大大 ");
while (1)
{
con = _getch();
if (con == 13)
{
exit(0);
}
}
}
}
}
break;
case 35: //人的前面boss侍卫
map[level][row][col] = c;
//角色攻击小于怪物防御
if (roleman.att <= sboss.def)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
//怪物攻击小于角色防御
if (sboss.att - roleman.def <= 0)
{
loss = 0;
}
else
{
count = sboss.HP / (roleman.att - sboss.def);
loss = count * (sboss.att - roleman.def);
}
if (loss >= roleman.HP)
{
MessageBox(hwnd, "打不过!", "", MB_OK);
}
else
{
roleman.HP -= loss;
map[level][row + x][col + y] = 1;
MessageBox(hwnd, "战斗胜利!", "", MB_OK);
}
}
break;
case 34: //角色第一次遇到BOSS
map[level][row - 1][col] = 16;
map[level][row - 3][col] = 32;
map[level][row - 2][col] = 33;
map[level][row][col] = 33;
map[level][row - 1][col - 1] = 33;
map[level][row - 1][col + 1] = 33;
Draw();
Sleep(1000);
MessageBox(hwnd, "欢迎来到魔塔,你若能打败我所有的手下,我就与你决斗!\n但现在你必须接受我的安排!", "", MB_OK);
Sleep(1000);
map[level][row - 1][col] = 1;
map[level][row - 3][col] = 1;
map[level][row - 2][col] = 1;
map[level][row][col] = 1;
map[level][row - 1][col - 1] = 1;
map[level][row - 1][col + 1] = 1;
roleman.HP = 400;
roleman.att = 20;
roleman.def = 20;
level--;
map[level][8][3] = 16;
map[level][10][1] = 1;
map[2][11][2] = 19;
solidrectangle(10, 10, 670, 670);
rectangle(10, 10, 670, 670);
MessageBox(hwnd, "啊!!!", "", MB_OK);
Sleep(1000);
Draw();
solidrectangle(762, 360, 810, 376);
solidrectangle(762, 385, 810, 401);
outtextxy(762, 360, "无");
outtextxy(762, 385, "无");
MessageBox(hwnd, "你终于清醒了,我刚完成逃跑的暗道,我们一起越狱吧!", "", MB_OK);
MessageBox(hwnd, "你的剑的盾被警卫拿走了,它们在五楼,我现在有事没法帮你,再见!", "", MB_OK);
map[level][7][3] = 1;
map[level][7][2] = 1;
break;
}
}
int main()
{
int row, col;
Welcome(); //游戏界面
Init(); //初始化游戏
while (1)
{
if (highlevel < level + 1) //更新所到过的最高层数
highlevel++;
Draw(); //画地图及输出信息
FindRole(&row, &col); //寻找人物位置
switch (_getch())
{
case 'w':Game(row, col, -1, 0); break;
case 'W':Game(row, col, -1, 0); break;
case 's':Game(row, col, 1, 0); break;
case 'S':Game(row, col, 1, 0); break;
case 'a':Game(row, col, 0, -1); break;
case 'A':Game(row, col, 0, -1); break;
case 'd':Game(row, col, 0, 1); break;
case 'D':Game(row, col, 0, 1); break;
case 'Q':
case 'q':Book(); break;
case 'U':Convey('U'); break;
case 'u':Convey('u'); break;
case 'N':Convey('N'); break;
case 'n':Convey('n'); break;
}
}
return 0;
}